| 1 | // dear imgui: Platform Backend for GLFW |
| 2 | // This needs to be used along with a Renderer (e.g. OpenGL3, Vulkan, WebGPU..) |
| 3 | // (Info: GLFW is a cross-platform general purpose library for handling windows, inputs, OpenGL/Vulkan graphics context creation, etc.) |
| 4 | // (Requires: GLFW 3.0+. Prefer GLFW 3.3+/3.4+ for full feature support.) |
| 5 | |
| 6 | // Implemented features: |
| 7 | // [X] Platform: Clipboard support. |
| 8 | // [X] Platform: Mouse support. Can discriminate Mouse/TouchScreen/Pen (Windows only). |
| 9 | // [X] Platform: Keyboard support. Since 1.87 we are using the io.AddKeyEvent() function. Pass ImGuiKey values to all key functions e.g. ImGui::IsKeyPressed(ImGuiKey_Space). [Legacy GLFW_KEY_* values are obsolete since 1.87 and not supported since 1.91.5] |
| 10 | // [X] Platform: Gamepad support. Enable with 'io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad'. |
| 11 | // [X] Platform: Mouse cursor shape and visibility (ImGuiBackendFlags_HasMouseCursors) with GLFW 3.1+. Resizing cursors requires GLFW 3.4+! Disable with 'io.ConfigFlags |= ImGuiConfigFlags_NoMouseCursorChange'. |
| 12 | // [X] Platform: Multi-viewport support (multiple windows). Enable with 'io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable'. |
| 13 | // [X] Multiple Dear ImGui contexts support. |
| 14 | // Missing features or Issues: |
| 15 | // [ ] Platform: Touch events are only correctly identified as Touch on Windows. This create issues with some interactions. GLFW doesn't provide a way to identify touch inputs from mouse inputs, we cannot call io.AddMouseSourceEvent() to identify the source. We provide a Windows-specific workaround. |
| 16 | // [ ] Platform: Missing ImGuiMouseCursor_Wait and ImGuiMouseCursor_Progress cursors. |
| 17 | // [ ] Platform: Multi-viewport: Missing ImGuiBackendFlags_HasParentViewport support. The viewport->ParentViewportID field is ignored, and therefore io.ConfigViewportsNoDefaultParent has no effect either. |
| 18 | |
| 19 | // You can use unmodified imgui_impl_* files in your project. See examples/ folder for examples of using this. |
| 20 | // Prefer including the entire imgui/ repository into your project (either as a copy or as a submodule), and only build the backends you need. |
| 21 | // Learn about Dear ImGui: |
| 22 | // - FAQ https://dearimgui.com/faq |
| 23 | // - Getting Started https://dearimgui.com/getting-started |
| 24 | // - Documentation https://dearimgui.com/docs (same as your local docs/ folder). |
| 25 | // - Introduction, links and more at the top of imgui.cpp |
| 26 | |
| 27 | #pragma once |
| 28 | #include "imgui.h" // IMGUI_IMPL_API |
| 29 | #ifndef IMGUI_DISABLE |
| 30 | |
| 31 | struct GLFWwindow; |
| 32 | struct GLFWmonitor; |
| 33 | |
| 34 | // Follow "Getting Started" link and check examples/ folder to learn about using backends! |
| 35 | IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOpenGL(GLFWwindow* window, bool install_callbacks); |
| 36 | IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForVulkan(GLFWwindow* window, bool install_callbacks); |
| 37 | IMGUI_IMPL_API bool ImGui_ImplGlfw_InitForOther(GLFWwindow* window, bool install_callbacks); |
| 38 | IMGUI_IMPL_API void ImGui_ImplGlfw_Shutdown(); |
| 39 | IMGUI_IMPL_API void ImGui_ImplGlfw_NewFrame(); |
| 40 | |
| 41 | // Emscripten related initialization phase methods (call after ImGui_ImplGlfw_InitForOpenGL) |
| 42 | #ifdef __EMSCRIPTEN__ |
| 43 | IMGUI_IMPL_API void ImGui_ImplGlfw_InstallEmscriptenCallbacks(GLFWwindow* window, const char* canvas_selector); |
| 44 | //static inline void ImGui_ImplGlfw_InstallEmscriptenCanvasResizeCallback(const char* canvas_selector) { ImGui_ImplGlfw_InstallEmscriptenCallbacks(nullptr, canvas_selector); } } // Renamed in 1.91.0 |
| 45 | #endif |
| 46 | |
| 47 | // GLFW callbacks install |
| 48 | // - When calling Init with 'install_callbacks=true': ImGui_ImplGlfw_InstallCallbacks() is called. GLFW callbacks will be installed for you. They will chain-call user's previously installed callbacks, if any. |
| 49 | // - When calling Init with 'install_callbacks=false': GLFW callbacks won't be installed. You will need to call individual function yourself from your own GLFW callbacks. |
| 50 | IMGUI_IMPL_API void ImGui_ImplGlfw_InstallCallbacks(GLFWwindow* window); |
| 51 | IMGUI_IMPL_API void ImGui_ImplGlfw_RestoreCallbacks(GLFWwindow* window); |
| 52 | |
| 53 | // GLFW callbacks options: |
| 54 | // - Set 'chain_for_all_windows=true' to enable chaining callbacks for all windows (including secondary viewports created by backends or by user) |
| 55 | IMGUI_IMPL_API void ImGui_ImplGlfw_SetCallbacksChainForAllWindows(bool chain_for_all_windows); |
| 56 | |
| 57 | // GLFW callbacks (individual callbacks to call yourself if you didn't install callbacks) |
| 58 | IMGUI_IMPL_API void ImGui_ImplGlfw_WindowFocusCallback(GLFWwindow* window, int focused); // Since 1.84 |
| 59 | IMGUI_IMPL_API void ImGui_ImplGlfw_CursorEnterCallback(GLFWwindow* window, int entered); // Since 1.84 |
| 60 | IMGUI_IMPL_API void ImGui_ImplGlfw_CursorPosCallback(GLFWwindow* window, double x, double y); // Since 1.87 |
| 61 | IMGUI_IMPL_API void ImGui_ImplGlfw_MouseButtonCallback(GLFWwindow* window, int button, int action, int mods); |
| 62 | IMGUI_IMPL_API void ImGui_ImplGlfw_ScrollCallback(GLFWwindow* window, double xoffset, double yoffset); |
| 63 | IMGUI_IMPL_API void ImGui_ImplGlfw_KeyCallback(GLFWwindow* window, int key, int scancode, int action, int mods); |
| 64 | IMGUI_IMPL_API void ImGui_ImplGlfw_CharCallback(GLFWwindow* window, unsigned int c); |
| 65 | IMGUI_IMPL_API void ImGui_ImplGlfw_MonitorCallback(GLFWmonitor* monitor, int event); |
| 66 | |
| 67 | // GLFW helpers |
| 68 | IMGUI_IMPL_API void ImGui_ImplGlfw_Sleep(int milliseconds); |
| 69 | IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForWindow(GLFWwindow* window); |
| 70 | IMGUI_IMPL_API float ImGui_ImplGlfw_GetContentScaleForMonitor(GLFWmonitor* monitor); |
| 71 | |
| 72 | |
| 73 | #endif // #ifndef IMGUI_DISABLE |